Patch 1.18 is scheduled to usher in large-scale changes to enmity calculation, which will be accompanied by the introduction of a new UI element displaying enemy enmity.
Changes to Enmity Calculation
Enmity is the element of the game that governs the target of an enemy’s hostility. Performing certain actions increases an enemy’s enmity towards you; the enemy will attempt to attack the player or NPC who has generated the highest amount of enmity. Skillful control of enmity forms the cornerstone of effective partying.
The current method of enmity calculation has been deemed excessively complicated, rendering the employment of battle strategies problematic. This was made worse by having no way of checking the constantly changing enmity values. Patch 1.18 will see the simplification of the enmity system to one based on accumulated actions. Furthermore, a new UI element will be introduced that allows players to see their foes’ enmity levels at all times, making enmity control a far more tangible affair.
Relationship Between Actions and Enmity
Actions that generate enmity can be divided into two main categories: direct and indirect. The former refers to actions that inflict damage or enfeebling status effects upon a foe, while the latter encompasses those that heal or fortify an ally. Different actions will increase enmity to varying extents, with the strength of the delivery (such as damage dealt or HP restored) also playing a part in the calculation. Enmity will be reset for players who are KO’d or otherwise incapacitated from battle for a certain period of time.
Making Enmity Visible
In order to allow enmity control to be readily incorporated into battle strategy, an icon will be implemented which displays an enemy's enmity. This icon will appear to the left of the enemy’s HP gauge, and through a color scheme will inform players of their foe’s enmity level and behavior.
Improvements to the enmity system are scheduled to continue in patch 1.19 and beyond. Abilities that affect enmity will also be subject to adjustments.
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Dumbing down their game even more with threat indicators, hahaha.
Changes to Enmity Calculation
Enmity is the element of the game that governs the target of an enemy’s hostility. Performing certain actions increases an enemy’s enmity towards you; the enemy will attempt to attack the player or NPC who has generated the highest amount of enmity. Skillful control of enmity forms the cornerstone of effective partying.
The current method of enmity calculation has been deemed excessively complicated, rendering the employment of battle strategies problematic. This was made worse by having no way of checking the constantly changing enmity values. Patch 1.18 will see the simplification of the enmity system to one based on accumulated actions. Furthermore, a new UI element will be introduced that allows players to see their foes’ enmity levels at all times, making enmity control a far more tangible affair.
Relationship Between Actions and Enmity
Actions that generate enmity can be divided into two main categories: direct and indirect. The former refers to actions that inflict damage or enfeebling status effects upon a foe, while the latter encompasses those that heal or fortify an ally. Different actions will increase enmity to varying extents, with the strength of the delivery (such as damage dealt or HP restored) also playing a part in the calculation. Enmity will be reset for players who are KO’d or otherwise incapacitated from battle for a certain period of time.
Making Enmity Visible
In order to allow enmity control to be readily incorporated into battle strategy, an icon will be implemented which displays an enemy's enmity. This icon will appear to the left of the enemy’s HP gauge, and through a color scheme will inform players of their foe’s enmity level and behavior.
Improvements to the enmity system are scheduled to continue in patch 1.19 and beyond. Abilities that affect enmity will also be subject to adjustments.
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Dumbing down their game even more with threat indicators, hahaha.